ReplayWML
From The Battle for Wesnoth Wiki
The [command] tag
The [command] tag is used to specify an action in a replay.
The following tags are recognized:
- [start]: is used to initialize the replay so that generated random numbers can be saved.
- [move]: the player moved a unit.
- [source]: the location the unit moved to.
- [destination]: the location the unit moved from.
- [recruit]: the player recruited a unit.
- value: the index number of the recruited unit. (Index numbers start at 0 and include all recruitable units in alphabetical order.)
- x and y: the castle tile the unit is recruited on.
- [from]
- x and y: the keep tile the unit is recruited from.
- [recall]: the player recalled a unit. Same keys as [recruit], except that the index is in order of level, followed by required XP to advance.
- [attack]: the player attacked.
- weapon: the index number of the weapon. Weapons are indexed by the unit designer.
- [source]: the location of the attacking unit.
- [destination]: the location of the defending unit.
- [end_turn]: the player ended his turn.
- [init_side]: new turn is starting for a side. This fires begin of turn events.
- [fire_event]: a specific event was raised
- raise: the name of the event
- [source]: the location of the event
- [set_variable]: set WML variable(s) before firing
- name: the name of the variable
- value: a string value (literal)
- [advance_unit]: a unit was leveled by WML. ([unstore_unit] for example)
- [choose]: the player was given an option by the scenario or for an advancement path.
- value: the index number of the option chosen. Index numbers are given by the scenario designer.
- [random]: if the action required a random number, this describes the random number that was generated. In 1.0.x, nested [random] tags are used and only one is allowed at this level. In 1.1.x, a [random] tag is used at this level for each value.
- value: list of generated random values. In 1.1.x only a single value can be used.
- [results]: used for [attack] commands. Describes the results of the battle.
- chance: the percent chance that the attack had to hit.
- damage: the amount of damage that the attack would do if it hits.
- dies: whether the defender dies from the hit.
- hits: whether the attack hits.
- [random]: additional lists of generated random values. [random] has the same format as the first [random] and describes the other numbers that were generated. .